The Falklands - Map Feedback

inb4banned
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Re: The Falklands - Map Feedback

Post by inb4banned »

This is the only map where AA - CAS balance is actually sort of Ok. On this map you can see and hear a jet far before it enters the 1500m lock-on range which gives AA a chance to do its job. Something that is completely broken on every other map.
DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

Can the devs make the CIWS on the british carrier destructible? On some servers when there were no admins online atm i saw a team of proffesional trolls work together and enter all of them, shooting down every harrier that tried to take off or tking people on the carrier.

That happened to me multiple times and could have been managed by regular players if the CIWS was actually destructible.
This is especially bad on vehicle warfare mode.

Should be possible to code since in vBF2 they were destructible too.
Outlawz7
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Re: The Falklands - Map Feedback

Post by Outlawz7 »

This is an admin issue, not a map issue.
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Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

It is possible but to do so, would mean detaching them from the ATC and making them their own object like in vBF2, which means no quick switching between them from the ATC for the commander, as the ATC and both weapons are currently classed as one vehicle to allow the quick seat switching, which would mean if they were destroyable that if you destroy one, you would destroy them all, including killing the commander in the ATC if he was in there :p

I had hoped that Admins could deal with this kind of situation as making them destroyable isn't a perfect solution to this problem either since you've still got to destroy them and then they can respawn and get back in them once they respawn too, and only encourages base raping knowing they can take out the carrier defences too.

Possibly a better solution would be for the servers to bring back the teamkill punish system with just a higher limit than default so if a player got punished for 5 or 10 teamkills, then he would be kicked or temp banned from the server, which would be a far better solution to the problem than players trying to fight back.
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DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

I agree that it would probably be a better solution to bring back the automated kick/ban, because there can't really be admins online all the time.
I thought you could actually do the destructible defenses because i remember that i could still access all the other defenses in the russian main when destroying one of them on the jamaican map.

But i just tried it and noticed after destroying one you can't damage any of them anymore and their collision meshes disappear. :)

Too bad. Refractor engine strikes again. :D
FFG
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Re: The Falklands - Map Feedback

Post by FFG »

From an admin POV, I think that the base defences just cause issues. A player won't have a need to defend themselves if the server admins are there and the rules are in place. And that any server that fails to shouldn't be around.
Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

TBH it's far easier for admins to see and kick/ban anyone who is team killing than base raping, since with TKing, both teams get messages about who is doing it at the top of the screen, and with base raping, you have to try and manually find who is doing it, which isn't easy as first you need to be on the same team as the guy who is doing it and then you have to try and pick them off the map which isn't easy when they are flying outside of the minimap border, especially on VW where everyone is flying outside the map.

I've seen the base defences come in pretty handy on many occasions and they do put people off from trying to base rape, although in the long term I am planning on making some changes to them which should hopefully mean that they are less of a problem for griefing, especially on VW.
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FlyingR
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Re: The Falklands - Map Feedback

Post by FlyingR »

What's everybody's deal with not liking Falklands? Many complaints I see about the map is that there is bad gameplay.

The solely reason that the gameplay is bad it's because people don't know how to play the map. Lots of tks (from CAS especially), pathetic defending, and such. This happens in every map though...

Also nobody plays the night version of Falklands... People always complain that we play the same maps over and over again, yet when Falkland or Vietnam maps get suggested, they prefer Saarema, Muttrah, Burning Sands, etc.
InfantryGamer42
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Re: The Falklands - Map Feedback

Post by InfantryGamer42 »

FlyingR wrote:What's everybody's deal with not liking Falklands? Many complaints I see about the map is that there is bad gameplay.

The solely reason that the gameplay is bad it's because people don't know how to play the map. Lots of tks (from CAS especially), pathetic defending, and such. This happens in every map though...

Also nobody plays the night version of Falklands... People always complain that we play the same maps over and over again, yet when Falkland or Vietnam maps get suggested, they prefer Saarema, Muttrah, Burning Sands, etc.
Its server issue,not game issue. Some servers like PRTA true to pike most maps which we have in game. Other servers are just same maps over and over. Biggest problem are admins who on same servers dont wont to play some "boring maps". Part of issue is player base which I fill have some fear from new maps. First impresion has big importance in this also.
For instance I am playing PR from first day of 1.3 and I played Xiangshan for first time four monts ago and It become one of mine favorite maps in game. Great gameplay. Still there are some maps which I hate for same wird reasons...
PeppeJ
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Re: The Falklands - Map Feedback

Post by PeppeJ »

FlyingR wrote:What's everybody's deal with not liking Falklands? Many complaints I see about the map is that there is bad gameplay.

The solely reason that the gameplay is bad it's because people don't know how to play the map. Lots of tks (from CAS especially), pathetic defending, and such. This happens in every map though...

Also nobody plays the night version of Falklands... People always complain that we play the same maps over and over again, yet when Falkland or Vietnam maps get suggested, they prefer Saarema, Muttrah, Burning Sands, etc.
Because playing 15v15 with iron sights where the average engagement distance is 800m while the rest of your team is flying planes/playing sniper/aa/mortars isn't very fun. Couple it with walking 1-2km only to get bombed by planes or mortars because they don't stop coming and I think you've sort of understood why most people hates it.
TL;DR It's bascially a worse (bigger, emptier) Kashan Desert.
Last edited by PeppeJ on 2017-03-17 17:00, edited 2 times in total.
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Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

PeppeJ wrote:Because playing 15v15...
Ehhh, dunno how many times I've said this but this is one of the more infantry focused maps out there...

Each team only has around 6 to 8 jets active, can have more in extreme circumstances where none of the non-respawning ones have died and the long delayed ones have spawned but that's pretty rare. So in essance, ony one squad is in jets, with a few other players flying transport choppers and no real ground vehicles to speak of other than the Scorpion which has a 30min delayed spawn.

So really on a full 100p server, you've got 8 in jets per side, another 8 in choppers and ground logistics etc, and the other 34 players left playing infantry or w/e, so its more like 30 vs 30 minium, which is double your estimate.

Now if you compare that to something like Kashan or w/e as you have, you will actually find that the Falklands has far more boots on the ground than it. Also the ground combat area is around the same as Kashan, just the view distance is far bigger and you have to walk most of it (as they did in r/l).

Fair enough if you don't like Iron sight weapons or w/e, some people prefer it but more to the point, that is all they had back then. One could significantly reduce the view distance if you preferred but that is one of the things that makes the map, especially for the air combat side which is one of the main focal points of the map (and the real war), that and it working with the ground troops which there is no real other map, other than slightly Op Soul Rebel, that only has the Infantry with Jets and them having to work together like this does.
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FlyingR
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Re: The Falklands - Map Feedback

Post by FlyingR »

PeppeJ wrote:Couple it with walking 1-2km only to get bombed by planes or mortars because they don't stop coming and I think you've sort of understood why most people hates it.
I've never walked more than 2 kms in this map, most of the times I took trans (in which 99% of the times I got safely to where I wanted to go). The times I walked a lot it's if I wanted to go undetected and it worked despite having 800m view distance and the map being basically flat.

If there was something I would like to be changed in this map it would be the layout... I think it would be cool for the whole Islands to have flags in them instead of only one half of it.
PeppeJ
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Re: The Falklands - Map Feedback

Post by PeppeJ »

[R-DEV]Rhino wrote:Snip.
That's mostly true, 15v15 is an understatement but that's because I pulled it out of my *** and exaggerated a bit. But realisticly there's always a couple of people seemingly nothing so it's more like 25 a side. The main issue IMO though isn't the people count. It's more the fact that it feels as if you have no real impact, because no matter how much you try you're eventually going to get fucked from either Jets/Mortars or snipers and you don't really have way to play around it (cover). Sure you can say this is what happened IRL etc, but in this case IRL really isn't fun and I'm definitely not the only one feeling this way about the map.

PS. Iron Sights are the best sights.
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DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

[R-DEV]Rhino wrote:One could significantly reduce the view distance if you preferred
REEEEEEE!!! Leave my view distance alone! :x

If anything reduce the fog, effectively we only have around 2.2km VD because of all the fog.
(Yes i know that those islands had foggy conditions one some occasions irl, but why not give us the full glory of the 3km VD since it is the only map that has it?)

In my experience jets are mostly dogfighting because there is always at least two enemy jets in the airspace. If they get the chance to hit ground targets, most of the time noone is designating targets or calling them out.

Most pilots therefore just go for the obvious super FOBs and get shot down in the process because they were aproaching too low and flying to close, instead of diving and pulling out early.

Sometimes pilots really wreak havok on the enemy ground forces, many times because the cas squad is dominating the skies and they know how to dive properly, but mostly the situation is just like i described.
tankninja1
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Re: The Falklands - Map Feedback

Post by tankninja1 »

Falklands is really crappy for infantry. Most of the flag there is zero cover and when there is it usually isn't good enough to protect against bombs, meaning that the endless number of jets can just keep endlessly bombing away at helpless infantry. Which given the map is devoid of even grass, isn't a very hard thing to do.
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DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

People complaining about getting mortared or rekt by jets is probably due to them staying on a known location for too long, like a super FOB. It is actually really hard to spot enemy infantry alone from a safe distance in jets, FOBs on the other hand are much easier to spot from above.

In fact when i fly cas on the map i get most kills from just bombing and strafing the FOB location without ever seeing the actual enemies. Imo on this map infantry should just build FOBs further away from the objectives and just walk more like the DEV said, if they want to avoid getting mortared or rekt by jets.

If they stay on the move they will be pretty safe from those threats. You only really need just very few people on the FOB to defend and man the emplacements, otherwise you will just give the enemy team easy kills.

However like you said an infantry squad traversing the terrain doesn't get much concealment, so they should proceed carefully and have their AR ready to provide covering fire. If the get engaged they could also call in the jets to help them out, almost noone does this though.

Imo most people play this map like any other map and don't get that they have to apply different strategies since it is a vastly different map.
sweedensniiperr
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Re: The Falklands - Map Feedback

Post by sweedensniiperr »

DogACTUAL wrote:People complaining about getting mortared or rekt by jets is probably due to them staying on a known location for too long, like a super FOB. It is actually really hard to spot enemy infantry alone from a safe distance in jets, FOBs on the other hand are much easier to spot from above. If they stay on the move they will be pretty safe from those threats. You only really need just very few people on the FOB to defend and man the emplacements, otherwise you will just give the enemy team easy kills.
How the hell will I stay on the move while defending goose green from the brits that come out of their main?
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Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

PeppeJ wrote:That's mostly true, 15v15 is an understatement but that's because I pulled it out of my *** and exaggerated a bit. But realisticly there's always a couple of people seemingly nothing so it's more like 25 a side. The main issue IMO though isn't the people count. It's more the fact that it feels as if you have no real impact, because no matter how much you try you're eventually going to get fucked from either Jets/Mortars or snipers and you don't really have way to play around it (cover). Sure you can say this is what happened IRL etc, but in this case IRL really isn't fun and I'm definitely not the only one feeling this way about the map.

PS. Iron Sights are the best sights.
Fair enough on some points, although I did take the count down from 34 to 30 for the few ppl screwing about, and also worth noting that most of the jets on the map, have no air to ground weapons over than cannons and only have air to air weapons, and most of the ones that have air to ground weapons, have no air to air missiles.

But I agree, it's a harsh map for infantry compared to most maps in PR, I'm hoping some changes I make in the future will help make it less harsh for infantry, the Frigate should be one of them since that will mean the Argie bombers will mostly be focused on that and not on infantry targets, with also reducing British bombers to compensate, and hopefully I will be able to do some other stuff but that depends on how much time I have.
FlyingR wrote:If there was something I would like to be changed in this map it would be the layout... I think it would be cool for the whole Islands to have flags in them instead of only one half of it.
from a few pages back:
[quote=""'[R-DEV"]Rhino;2152039']Ye, as per what Aleksa said, the bulk of the fighting during the war was on the NE of the Falklands:
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I am however considering a CNC mode which would allow for all the islands to be used but servers don't tend to run the CNC mode.[/quote]


[quote="sweedensniiperr""]How the hell will I stay on the move while defending goose green from the brits that come out of their main?[/quote]

One of the big reasons why the GG garrison surrendered was because they were cut off from the rest of the Argentine forces, other than from small chopper reinforcements.
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tankninja1
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Re: The Falklands - Map Feedback

Post by tankninja1 »

DogACTUAL wrote:People complaining about getting mortared or rekt by jets is probably due to them staying on a known location for too long, like a super FOB. It is actually really hard to spot enemy infantry alone from a safe distance in jets, FOBs on the other hand are much easier to spot from above.
I think you underestimate how east it is to miss dark green dots on a lime green map.
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DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

sweedensniiperr wrote:-snip-
Goose has enough cover with the houses, you should be pretty much safe from jets unless they manage to shoot directly inside the windows.

If you are defending an objective out in the open, don't buch up and spread out, usually you also have cover in the form of rocks.

Alternatively you might also move towards the attackers and try to flank them, but it is very riksy and leaves the flag largely undefended.
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